I did do that not a huge difference, well yesterday I did I'm going to experiment tonight with various things and see what I can come up with.
I also see you are using a pretty basic shader... try ksMultilayer_fresnel_nm, that way you can insert a normal map in there too to help make it less flat and more organic looking. You can always open up a Kunos track in 3DsimEd and look at how shaders are set, and then open the textures associated with the shaders and see how they are created, and their alpha channels.
Yeah I'm working through it, I'm trying out a texture I found on an rfactor forum they gave a download link for I'm liking it I might look into fresnel now. It's going to be annoying to get the road edge grass to match aha I've got the road matched I think, adjusting the brightness and contrast in Photoshop.
Yeah... again, I recommend opening a Kunos track with 3dsimed, maybe the drift track? Copy the shader info they used, and use their textures as well, mask, details, normal, everything... as a starting point and go from there
I have opened up Kunos tracks many times I know generally how they do it, but it is just going to be annoying to get everything to match, how will that help me with trying to get the dirt to show through? I can't use their mask as I did specifically for mine although I will go in and have a look.
Actually I'm a chef with a coder/modder background, meaning my free time is very limited but I'm not used to doing things halfway. I'm grateful I have access to max and I'm learning quite fast, but thanks to RTB and 3dsimed I've known AC's work standards, meaning I can mostly focus on them, and thanks to all of you I've already got a lot of tutorials, tips and perfect kseditor shader values, wich I'm grateful for. I'd never expect to reach these results this fast actually, but that doesn't mean I wanna rush. I'm doing the final part of the uphill with a reference picture in the end, since google heights are working and I lived there for 20 years, I don't really need the google texture, and the third and last layout will reach my profile picture, a road where bikes are interdicted because of street racing in the 90s. What I'm really having problem with are buildings, I know how to group them and I know how to collapse materials, but I don't find tutorials about modeling them the right way. In sketchup they come out too "heavy" since I have to do ~50 of them right? If any of you can point me in the right direction I could have a beta in 2 weeks.
Bits I am happy with though @Johnr777 What do you think? Playing around with fresnel on the concrete pieces And the road and edges
This video uses Blender but shows how to start with a simple shape and make it progressively more detailed. I normally start with a square plane stretched to the size of the floor then extrude it to the height of the eaves, then split the face on the top in two to make the pitch of the roof. https://assettocorsamods.net/threads/modeling-and-texturing-a-building-in-blender.722/ WW Edit: speeeling
Thank you, that's a really useful tutorial but it's too brief about UVmaps, textures and materials, and that's what I'm actually having problems with. I learnt to model quite well and fast on 3ds, thanks to a tool I've done 30+ houses to learn about it and now I can finally get to model the houses I need. But while they works fine in 3ds I got still no results in 3dsimed, kseditor or RTB xpacker, I have to focus on UV and textures cause they're always messed up.
So a quick one about Polycount I'm doing the physical mesh again my visual mesh is smoothed 2 times this makes the corners look like corners and there's no rough edges. Physical mesh I was debating going 3 or 4 but not 100 percent as I think the poly count might be a little high.
Any ideas about what's going on here I'm thinking shader problem? but I can't fix it i deleted all trees to see if that was causing the issue but it isn't the track is dark and then all of a sudden it will light up in certain areas and flicker. Dark Light and flickering:
when you created your physical mesh... in the KS Editor, did you set the IsRenderable to FALSE? Looks like you have 2 meshes overlapping each other
Yes it is however I did have a mix up with the numbers on naming I might have missed one or two but I normally make sure yes it's on false.
One thing I have noticed on kunos tracks where the road and pits etc is the map underneath is cut out so it's alligned properly. Are you just using boolean with a duplicated road to achieve that? At the moment my track is laying on top of the road data so it's solid.